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  •  05-20-2009, 6:40 AM 812806
    pgt pgt is not online. Last active: 07-28-2009, 7:07 PM
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    Idea [I] Subject: Post Your Game Improvement Ideas for Age of Empires 4 Here

    Rather than debate whether there is or isn't an upcoming AOE 4, or what period in history AOE 4 could or should be set, I think it would be better if we try and highlight specific areas for game improvement and to start brainstorming ideas to better a potentially upcoming AOE 4. The goal is that eventually someone with influence may stumble across our creative smorgasboard or finally acknowledge one of many emails I regularly send off to potential AOE 4 game developers. From your ideas raised here in this thread, game developers are free to pick and choose any they find beneficial and discard any they find detrimental to the game. I guess I'll start first, I'll make additions as I think of more.

    ***Note: If you support any of the ideas listed below, would like to RAISE YOUR OWN IDEAS or otherwise would simply like to VOICE YOUR OPINION in specific regards to game improvements, please feel free to CONTRIBUTE folks! Remember, this is your chance to HAVE YOUR SAY and TAKE PART in making a potential AOE 4 an even better game than its predecessor!!!***

     

    Please bring back...

    Lock Gate (to stop allies from stealing your resources and building crap in your base. Also to stop your artillery creeping outside of your walls and getting into trouble)

    Stand Ground mode for all military units especially artillery (see "Anchor Down" below for ships)

    Attack Ground (artillery)

    Advanced Formations (e.g. the ability to split formations in two in attempt to flank) *edited: thanks for your feedback*

    Patrol (see "Territory Lines" and "Advanced Patrol" below)

    Computer opponents can build walls and gates to defend their civilization

    Ability to chat to, tribute, taunt and change diplomacy with all players including enemies ("Lock Teams" option for multiplayer prior to game commencement) *edited: thanks for your feedback*

    Settler/Villager Fishing Ability: "Settlers/villagers can cast nets from the shore to catch nearby fish" - *From Metis*

     

    Please keep...

    Some sort of home city or accumulative level up basis as the player gains experience

    Individualizations and customizations such as home city customizations. Please keep the average player, and more importantly, the average consumer in mind people ;)

     

    Please consider...

    More intelligent AI

    -That can declare war if provoked or negotiate peace and/or a new alliance if game difficulty is easy or they are in a weak military, economic, political or tactical position

    -That can repair damaged buildings/walls, heal injured units and transport villagers/settlers over water to colonize other areas

    Politics - Monarchy, Democracy, Communism, Fascism etc.

    Advanced Diplomacy ("Lock Teams" option for multiplayer prior to game commencement) - military, economic, political or tactical action(s) induced declarations of war, neutrality, peace and alliance. *edited: thanks for your feedback*

    -E.g. Player armies surrounding an allied base in military formation, blockades, entrapments and/or economic sanctions may induce neutrality and potential war instantly or over time depending on the amount of blackmail or bribery involved

    -E.g. intentionally encircling allies with your walls and locking the gates will result in persistent requests from your ally to free them. These requests if ignored become more forceful with time and may result in military, economic, political or tactical consequences and eventually all out war. If you free them but then trap more by relocking the gates, they may instantly declare war on you.

    -E.g. Change from Fascism or Communism to Democracy may sever relations with Fascists or Communist allies. Becoming a Republic may impact relations with the Monarchy and allied Constitutional Monarchies.

    -E.g. Taking all the good land and/or resources within a country thus forcing allies to live in swampland and/or poverty may induce war etc etc.

    Blackmail - The ability for enemy initiated negotiations to demand a price for attack prevention/cessation/temporary and/or permanent treaty/temporary and/or permanent alliance. Some types of governments may be less open to blackmail while others may be more so

    Bribery - The ability for player initiated negotiations by structured chatting and tributing to a dominant military, economic, political or tactical power as to promote attack prevention/cessation/temporary and/or permanent treaty/temporary and/or permanent alliance. Some types of governments may be less open to bribery while others may be more so

    Advanced tributes may help negotiate temporary or permanent peace, treaty or new alliances

    Bulk Tributes - The ability to tribute larger amounts (greater than 100 units) in one go, thus saving time (e.g. 1000 units). Alternatively, there may be arrows above and below the tribute units indicating "more" or "less". By clicking and holding down the "more" arrow, the tribute amount increases faster and faster until the right amount is decided and vice versa

    Computer opponent strategy in skirmish can be selected prior to game commencement alongside difficulty. Difficulty setting may be expert, but if a defensive strategy is selected by the player, the computer will focus on building a highly advanced civilization including a highly advanced defense system with ample improvements researched before initiating all out attack. This is not to say that the computer is vulnerable to a rush, especially when difficulty is expert. Economy, Attack and ? strategies also available.

    Global Map – Such as the Google Earth format, all of which can be conquered through individual battles, or explored and colonized to benefit your country. See Empire Earth 3

    Global conquest ability- after each victory, a country is yours. After each defeat, a country falls to your victorious enemy. The more countries you conquer, the stronger you are or perhaps the more stretched your supply lines. This should depend on how you use and govern the country. By attacking a weaker country perhaps you risk war with her stronger allies. Some countries are not worth conquering. Some lands may be unexplored, uninhabited and not yet claimed. More scope and perspective rather than focus on winning individual battles. This is the reality of war.

    Political options available (among others) to govern newly conquered lands providing military, economic, political or tactical means which may help further conquest

    Realisic civilizations that are unbalanced in campaign mode respective to history, but are balanced in multiplayer so that when competing with onliners, your favourite country is not disadvantaged (civs in this case are "equal but different"). For campaign mode, this will make historical reenactment type scenarios incredibly realistic and challenging, bringing with it a sense of nostalgia. The potential implications are enormous!

    -E.g. When campaign civs are completely unbalanced such as historical France/Poland vs historical Germany, the player can aim to fulfill certain objectives to complete the scenario rather than have to eliminate the opponent

    Realistic country maps increase a sense of achievement/loss after each victory/defeat of a country, and may be seen amongst a square or rectangular mini map. For example; Italy will look like Italy (boot shape), with the rest of the area on the mini map a black impassable void or sections of sea that can be navigated, depending on the country's geography. Trading post, resource and player geographical positioning on a map doesn't have to be symmetrical for player equality (these "fair" unrealistic maps may be reserved for multiplayer as an option).

    Historically realistic looking landmarks on realistic country maps both natural and man-made that can affect your military, economic, political or tactical position within an individual battle as well as your entire global campaign

    Realistic positioning of historically realistic looking landmarks on realistic country maps E.g. The capital Paris is in Northern France. The Swiss Alps are difficult to cross and connect to the south of Germany

    Realistic effects of geography and topography on individual battles as well as entire global campaigns E.g. Swamps and marshes on the east of the map will bog down the east wing of highlanders as they commence a highland charge. It may take longer to mobilize armies in equatorial regions due to dense rainforest growth and few roads.

    Roads (gravel, dirt or bitumen) - Moving armies on pre-existing roads may produce a speed bonus with magnitude depending on the quality of the road. However, while cramped on the road, units are at higher risk to mines/roadside bombs, land and air ambush due to area attack

    Supply Routes - Player purpose built and pre-existing roads behind player and/or allied lines having been safely cleared of danger can be used to speed up reinforcement mobilization

    Terrain bonuses such as high ground bonus for all, snow and ice bonus for Russian armies and jungle bonus for Asian armies etc.

    Trees are somewhat more to scale whilst still fitting comfortably within the screen. Trees may be of various heights (e.g. the tallest being awe-inspiring old growth forests that provide much more wood)

    All units are somewhat more to scale - This may require villagers/settlers and infantry etc to appear smaller so that buildings, walls and potentially large artillery appear more to scale whilst still fitting comfortably within the screen.

    Historically realistic looking ships that are more expensive, move more realistically and are somewhat more to scale whilst still fitting comfortably within the screen. This will emphasize the military, economic, political and tactical value of ships and increase the significance on the outcomes of naval battles. Larger ships may be slower, take longer to turn and maneuver, and may be unable to enter shallower waters

    Anchor Down - Stand ground mode for ships

    More realisitic railways including railway tunnels and underground subways that can be created and placed anywhere along the existing track where it meets a mountain or player wall. Tunnels allow mountains to be negotiated, while underground subways allow uninterrupted wall perimeters to be built above them, better protecting player bases

    More realistic walls with higher hit points (in AOE 3, one arrow can take a chunk off a stone wall, the chunk then flakes off with unrealistic sound effects) - Also, by allowing cavalry and infantry units (except those armed with explosives) the ability to inflict much less damage to walls as compared to artillery and seige units, walls are much more realistic, requiring more realistic siege strategies to destroy them.

    Mass wall repair ability by double clicking a wall to select all wall sections in the area and being able to repair them simultaneously.

    Wall Sentry - Improvement that allows slow automatic self repair of all walls sections

    Structural Engineers - Improvement that allows slow automatic self repair of all buildings

    Unit Promotion - after surviving significant battles, surviving units increase in hit points, attack, range, area damage, morale (range independent) and have Veteran Insignia depending on the level of promotion - See Command and Conquer Red Alert - Veterans

    Morale (range dependent) - Temporary morale gained when fighting within range of your town center, dock and any defensive structure (including forts, castles, outposts and walls) resulting in higher fighting effectiveness and reduced chance of desertion or mutiny

    Morale (range independent) - Permanent morale gained through unit promotion resulting in higher fighting effectiveness and reduced chance of desertion or mutiny

    Visible morale range (range dependent morale) represented by dotted lines in player color, visible when the player selects the town centre, dock or any defensive structure belonging to that player. 

    Desertion - If a large army is practically wiped out in a single battle, a minority may desert and flee, during which they are neither subject to you or the enemy, but will fall under control of whoever chases them down and rounds them up first (gaja). Reduced chance of desertion with higher morale

    Mutiny - If a large fleet of ships are lost in a single battle, a minority may mutiny and flee, during which they are neither subject to you or the enemy, but will fall under control of whoever chases them down and rounds them up first (gaja). Reduced chance of mutiny with higher morale

    Leadership Techs - Various improvements that permanently increase morale range (range dependent morale) or magnitude (range independent morale) reducing the chance of desertion or mutiny

    Territory Lines - Lines outlining claimed lands and waters belonging to that player

    -Player territory lines expand as player buildings are built (through LOS) and are furthered when player LOS is increased or when player military units advance

    -Player territory lines retract as enemy buildings are built (through LOS) and are reduced when enemy LOS is increased or when enemy military units advance

    -If unescorted villagers/settlers/fishing boats and other non-military units are assigned to areas outside of player territory lines, as they do not affect territory lines unless a building is built, they are technically operating "behind enemy lines"

    Visible territory lines represented by dotted lines in player color, visible when you select any building or military unit belonging to that player. 

    Advanced Patrol - Military units can be ordered to patrol territory lines, wall perimeters or custom patrol paths (numerous right clicks to designate custom patrol paths). If territory lines are changed due to player or enemy increases in buildings, building LOS or military advances, so too does the patrol path of any remaining military units patrolling territory lines or wall perimeters

    All units appear and sound more injured or damaged as hit points are reduced and orders are given - for visible damage see AOE 3 - Ship and Building Physics Engine

    -E.g. Injured villagers/settlers appear and sound dazed, exhausted, begin to waver, have bandages then crutches 

    -E.g. Injured infantry appear and sound dazed, exhausted, begin to waver, have bandages, splints, eventually not being able to stand up straight in formation

    -E.g. Damaged artillery appear and sound warped, dented, have holes, emit smoke, catch fire and eventually explode

    Formation direction adjust right click (determines the facing direction of military formations when selecting where you want them to go (holding the right click down and moving the mouse to adjust an arrow representing direction, and releasing the right click once location and facing direction is decided) - see Empire Earth

    Visible healing range of field hospitals and other healing sites represented by dotted lines in player color, visible when you select any healing site belonging to that player

    More zoom options such as apex epic/landscape zoom, horizon facing up-down zoom, and cinematic zoom rather than just the basic straight down zoom. This make games (especially viewing battles) much more of an epic experience - see Empire Earth

    Motto/quote - Reserved character space for a player self-created motto, quote, phrase or sentence that can be seen beside your nickname, explorer, home city or country name which may/may not reveal to other players what you stand for

    -E.g. "Sic semper tyrannis"

    -E.g. "Let's just be friends"

    More player colors/tones/shades to choose from in skirmish and multiplayer

    All names and individualizations can be edited and lengthened e.g. explorer, home city, country and motto etc. Helpful when you want to change those names at higher levels of experience without losing your progress and having to start again. More room for longer names.

     


    Have an innovative idea?

    Why not let us know by having your say, taking part and contributing to bettering AOE 4?

    Post Your Game Improvement Ideas for Age of Empires 4 Here
  •  05-20-2009, 9:33 AM 812825 in reply to 812806
    Lancelot712 Lancelot712 is not online. Last active: 11-14-2009, 10:53 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4
    pgt:

    THIS THREAD IS NOT INTENDED TO DUSCUSS WHETHER THERE IS OR ISN’T AN UPCOMING AO3 4, OR WHAT TIME PERIOD AOE 4 COULD OR SHOULD BE SET (WW1 WW2 etc).

    Instead, it will highlight specific areas for improvement and make suggestions as to better a potential AOE 4. I might make additions later on as I think of more.

     

    PLEASE BRING BACK…

    Lock gate function (to stop allies from stealing your resources and building crap in your base). Also to stop your artillery from creeping outside of your walls and getting into trouble)

    Stand ground mode for all military units (especially artillery)

    Attack ground function (artillery)

    Advanced formations

    Able to chat to, tribute, taunt and change diplomacy with all players including enemies (a must for multiplayer!!!)

     

    PLEASE KEEP…

    Some sort of home city or level by level basis as the player gains experience

    Customizations such as home city customizations. Keep the average player, and more importantly, the average CONSUMER in mind!

     

    PLEASE CONSIDER…

    More Intelligent AI that can wage a war on you if provoked or negotiate peace and/or a new alliance if the game level is easy or they are in a weak military, economic, political or tactical position

    Advanced diplomacy - military, economic, political or tactical action(s) induced declarations of war, neutrality and peace. E.g. large allied army surrounding your base in military formation or economic sanctions may induce neutrality and potential war. Change from fascism or communism to democracy may sever relations with fascists or communist allies. Taking all the good land in a country and forcing allies to live in swampland may induce war etc.

    Advanced Tributes may help negotiate temporary or permanent peace, treaty or new alliances

    Blackmail - The ability for enemy initiated negotiations to demand a price for attack prevention/cessation/temporary and/or permanent treaty/temporary and/or permanent alliance

    Bribery - The ability for player initiated negotiations by structured chatting and tributing to a dominant military, economic, political or tactical power as to promote attack prevention/cessation/temporary and/or permanent treaty/temporary and/or permanent alliance

    Politics - Monarchy, Democracy, Communism, Fascism etc.

    Global conquest ability- after each victory, a country is yours. After each defeat, a country falls to your victorious enemy. The more countries you conquer, the stronger you are or perhaps the the more stretched your supply lines. This should depend on how you govern the country and how you use it. Some countries are not worth conquering. Some lands may be unexplored, uninhabited and not yet claimed. More SCOPE and PERSPECTIVE rather than focus on winning individual battles. This is the reality of war.

    Global Map – Such as Google Earth, all of which can be conquered through individual battles, or explored and colonized to benefit your country. See Empire Earth 3

    Political options available (among others) to govern your newly conquered lands providing military, economic, political or tactical means which may help further conquest

    Realistic maps amongst a square or rectangular mini map - For example, Italy will look like Italy (boot shape), the rest of the area on the mini map will be a void, uncrossable black or crossable sea, depending on its geography. Trading post, resource and geographical positioning on a map doesn't have to be symmetrical for player fairness (these "fair" unrealistic maps can be reserved for multiplayer mode).

    Realistic and Historical Landmarks natural and manmade that can affect your military, economic, political or tactical position within an individual battle as well as your entire global campaign

    Realistic positioning of realistic and historical landmarks on realistic maps E.g. The capital Paris is in Northern France. The Swiss Alps are difficult to cross and connect to the south of Germany

    Realistic affects of geography on individual battles as well as your entire global campaign E.g. Swamps on the east of the map will bog down the east wing of highlanders as they commence a highland charge

    Realistic walls with higher hitpoints (in AOE 3, one arrow can take a chunk out of a stone wall, the chuck then flakes off and lands on the ground with a sound like that of a woven basket hitting the floor)

    Terrain bonuses such as high ground bonus for all, or jungle bonus for Asian armies etc.

    Unit promotion after surviving significant battles that increases hit points, attack range etc - See Command and Conquer Red alert - Veterans

    Formation direction adjust right click (determines the facing direction of military formations after selecting where you want them to go (holding the right click down and rotating the mouse to adjust an arrow representing direction, and releasing the right click once location and facing direction is decided) - see Empire Earth

    Motto - A self created Sentence that can be seen beside your nickname, country or home city name that reveals to other players what you stand for

    All names and individualizations can be edited and lengthened e.g. home city, explorer, motto, country etc. More room for longer names.

     

    More to come.

    All constructive member input is welcome.

     

     

    I liked a lot of what you said sadly I doubt anyone of importance to the next aoe4 will ever read this =(

  •  05-20-2009, 10:14 AM 812828 in reply to 812825
    A414A l Ichigo1uk A414A l Ichigo1uk is not online. Last active: 30/06/2009, 3:28 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4
    Oh they've already done this, it's the TOTAL WAR series.

  •  05-20-2009, 10:51 AM 812829 in reply to 812828
    Hanzo_Razor Hanzo_Razor is not online. Last active: 08-29-2009, 10:24 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    Man, awesome suggestions, if even half of what yve listed is considered and included in the age4 development, it would be a rocking game for sure.

     



  •  05-20-2009, 1:01 PM 812835 in reply to 812829
    james1984 james1984 is not online. Last active: 10-14-2009, 11:58 AM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    I could add to  the list

    1)  a Higher  Population limit

     2) improved graphic  engine  with  realistic  effect, zoom and  better  textures

    3)Unique and realistic  civilizations


  •  05-20-2009, 1:27 PM 812838 in reply to 812835
    prashady prashady is not online. Last active: 21 Nov 2009, 7:10 AM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    i dont like the neutrality/allie change thingy it will change the entire game theory of playing online

    keep changing sides to the side winning :s

    bit complicated what you said a bit too much

    but i like the country colonization thing

    but me 2 id like to see higher pop

    MASSIVE armies

    wall lock +1

    WAY smarter AI for each game type

    civs are good

    multiplayer idea: every1 starts with a small country, plays and challenges other countries and if wins gains their territory (replacement for PR/elorating) largest territory best player, colonized become allies (doesnt have to earth) can choose to rebel after certain time, countries form alliances, enemities, rivalities.

    stronger religion influence

    organized army :generals control army etc commanders

    multiple computers control one civ (like for example, you have 2 of your friends controlling your econ and you control the military. (adding to multiplayer world idea) 3 states war or something like that

    more interactive online template, instead of finding games, google earth type to find games

    treaty/united nations peace game

    sneaky attack (pear harbor)

    avoid nukes in the games

    planes?

    larger econ, for example establishing a train from one place to another to get, easier to get around. town centers/mayor buildings. export/intelligence? gold/money = offices/companies (businesses infinite source) food (mills, restaurants? lol mcdonalds) maybe electricity role? day and night, street lights? more flexible artillary (instead of cavalry cuz we dont use horses in wars anymore) stuf like that


    RedGazzelle:


    I am moving on up from sandbox to easy mode to get a feel for the game.
  •  05-20-2009, 4:10 PM 812854 in reply to 812838
    Gomz3454 Gomz3454 is not online. Last active: 11-07-2009, 7:32 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4
    Interesting suggestions although all the different treaties and such I think aren't very applicable to the fast rts style of AoE. At least in Sup. However ES did at least give you the ability to tribute resources to enemy players in AoE2 so I don't see why they can't bring that back. Unless there were problems with it... I just wanted to add you wanted RE to bring back advanced formations. Really these actually are still featured in AoE3. All you have to do is trigger them in the Options tab on the Home Cities screen. The only formation that I think is missing is the patrol one from AoE2 but you can essentially get the equivalent of it by holding shift and right clicking after your first right click.

    None of my posts have spaces in them because these forums delete my spacing after I post.

  •  05-20-2009, 4:17 PM 812855 in reply to 812854
    Vorpahl Vorpahl is not online. Last active: 10-03-2009, 8:48 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4
    Great suggestions man, I really hope they include some of these in an update or AOE4
  •  05-20-2009, 5:48 PM 812864 in reply to 812855
    ไṽặᾔ ☭ ไṽặᾔ ☭ is not online. Last active: Thu, Jun 11 2009, 3:19 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    Nice suggestions, they would make the game way much more realistic, but you must remember that its a game, full reality means lower game balance.

    This would be very interesting, but hard to be done, unbalanced, and possibly laggy. Remember that this is aoe, not EE, Rise of Nations or civilization series.

  •  05-20-2009, 5:52 PM 812865 in reply to 812864
    AlexIV AlexIV is not online. Last active: 11-21-2009, 9:42 AM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4
    I think they should include more civilizations, like they could have a civil war version and have  Union and Confederacy I think that would be pretty neat.
  •  05-20-2009, 6:15 PM 812869 in reply to 812865
    eeyu eeyu is not online. Last active: 15/11/2009, 10:52 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    It also sounds a little like Rise of Nations to me. But some of these look fantastic. Most of them would put the AOE series to an end.


    latinozz:

    lol ahahahahahah i rarely lose a game with france.... and i dont use gendarmes that much.... only dragons skimishers mosketers and cannons.... and some gendarmes on from...... wat a noobie...

    Why is he proud?
  •  05-20-2009, 6:45 PM 812882 in reply to 812869
    Vancebla2 Vancebla2 is not online. Last active: 06-15-2009, 6:06 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4
    noobs

    Vancebla

    ottoman guy:
    if the swine flu comes to Turkey then im very sure that Turkey will declare war on Mexico

    ottoman guy:

    Turks>Mexicans




  •  05-20-2009, 9:28 PM 812908 in reply to 812882
    buckler buckler is not online. Last active: 09-09-2009, 7:08 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    very nice suggestions, and i would take out the diplomacy thing, every1 would just switch to the winning side, or houw bout this.]

    Diplomacy- changing teams means your now a traitor, even if you win the game, your PR will go down and you will recieve less points and your people's moral will decrease.


    ES_DeathShrimp:
    There is no technical reason to limit teams to 2 or FFA. We just didn't want to spend valuable testing time on obscure cases like 3 vs 2 vs 1 vs 1, which account for far less than 1% of games played.
  •  05-21-2009, 7:55 AM 812939 in reply to 812865
    A414A l Ichigo1uk A414A l Ichigo1uk is not online. Last active: 30/06/2009, 3:28 PM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    AlexIV:
    I think they should include more civilizations, like they could have a civil war version and have  Union and Confederacy I think that would be pretty neat.

    They'd be awfully similar to each other and the British/Portugese.


  •  05-21-2009, 8:07 AM 812941 in reply to 812939
    Finchie Finchie is not online. Last active: 18-11-2009, 7:22 AM
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    Subject: Re: Game Improvement Suggestions for Age of Empires 4

    Hmm, this needs fixing...

     

    More Intelligent AI

    - Seriously, the Aoe3 AI is kindof horrid... In essentially EVERY game, be it any supremacy/deathmatch game, the AI builds a fort in the middle of the map when they advance to fortress age. It's not intelligent if it always does the same thing. Wink

    - Make the AI like AoK or AoM.. those games had proper AI. :D


    Metis:
    Finchie:

    Metis made a grammar mistake. Surprise



    Someone a while back caught me in a grammar mistake too. You now are a member of an elite club. Well done.



    HELL YES
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